C++ (Tic-Tac-Toe) Write a program that allows two players to play the tic- tac-toe game. Your program must contain the class ticTacToe to implement a ticTacToe obje

Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
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C++

(Tic-Tac-Toe) Write a program that allows two players to play the tic- tac-toe game. Your program must contain the class ticTacToe to implement a ticTacToe object

**Do’s:**

- Use a typical 3 x 3 board. The horizontal axis should be labeled A, B, C. The vertical axis should be labeled 1, 2, 3. For Example:
  
  **Graph Explanation:**
  - The graph is a Tic Tac Toe board with a 3x3 grid.
  - Columns are labeled A, B, and C from left to right.
  - Rows are labeled 1, 2, and 3 from top to bottom.

- Use User-Defined Functions.
- Use Branching.
- Use Loops.
- Use String functions.
- Randomly determine who will move first, the human or computer.
- Assign O to the computer and X to the Human player.
- Ask the user to select their move using the horizontal and vertical position. For example: A1 for the upper left square, or B2 for the center square.
- After each move, redraw the board with the X’s and O’s in the right positions.
- After each game, ask the user if they want to play again. If they do, start the game again.

**Do not’s:**

- Don’t use User Classes or Objects.
- Don’t use images.
Transcribed Image Text:**Do’s:** - Use a typical 3 x 3 board. The horizontal axis should be labeled A, B, C. The vertical axis should be labeled 1, 2, 3. For Example: **Graph Explanation:** - The graph is a Tic Tac Toe board with a 3x3 grid. - Columns are labeled A, B, and C from left to right. - Rows are labeled 1, 2, and 3 from top to bottom. - Use User-Defined Functions. - Use Branching. - Use Loops. - Use String functions. - Randomly determine who will move first, the human or computer. - Assign O to the computer and X to the Human player. - Ask the user to select their move using the horizontal and vertical position. For example: A1 for the upper left square, or B2 for the center square. - After each move, redraw the board with the X’s and O’s in the right positions. - After each game, ask the user if they want to play again. If they do, start the game again. **Do not’s:** - Don’t use User Classes or Objects. - Don’t use images.
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